Welcome to another fine lesson in C++! Today you'll be introduced to
the wonderful world of OpenGL. OpenGL is a fairly straight forward --
although at many times confusing -- concept. OpenGL gives the programmer
an interface with the graphics hardware. OpenGL is a low-level, widely
supported modeling and rendering software package, available on all
platforms. It can be used in a range of graphics applications, such as
games, CAD design, or modeling (to name a few).
OpenGL is the core graphics rendering option for many 3D games, such
as Quake 3. The providing of only low-level rendering routines is fully
intentional because this gives the programmer a great control and
flexibility in his applications. These routines can easily be used to
build high-level rendering and modeling libraries. The OpenGL Utility
Library (GLU) does exactly this, and is included in most OpenGL
distributions!
Unlike DirectX, OpenGL is only a graphics API; it doesn't include
support for functionality such as sound, input, or networking (or
anything not related to graphics). That's ok, however, because in future
tutorials I will teach you how you how to use DirectX for these things.
OpenGL was originally developed in 1992 by Silicon Graphics, Inc,
(SGI) as a multi-purpose, platform independent graphics API. Since 1992
all of the development of OpenGL has been headed by the OpenGL
Architecture Review Board (ARB). This exclusive board is composed of the
major graphics vendors and industry leaders. Some of these are Intel,
IBM, NVIDIA, Microsoft, and Silicon Graphics.
OpenGL is a collection of several hundred functions that provide
access to all of the features that your graphics hardware has to offer.
Internally it acts like a state machine-a collection of states that tell
OpenGL what to do. Using the API you can set various aspects of this
state machine, including current color, blending, lighting effect, etc.
This is a very general introduction to OpenGL, and you may find
other in-depth introductions elsewhere. There is a reason, however, to
my generalized introduction. I don't want to slam you with specifics,
but give you an idea as to what OpenGL is so that you may decide for
yourself if this set of lessons is for you.
As always, happy coding, and see you next lesson (I hope)!
Next: Comparision Between OpenGL and DirectX
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